almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all,

As usual, we'd love to hear your feedback on MORDHAU - any comments, concerns, critiques or questions are welcome. Please remember to keep things on topic, and be civil to one another (and us, please)! Your feedback is essential for us to continue development, and it's very appreciated.

With that out of the way, here are some notes from our meeting:

  • We've talked quite a bit about team balancing measures thanks to your feedback, and we're looking into some mitigating measures to prevent team stacking and balancing things out.
  • We're more or less done with hotfixes for this current patch; now, we're focusing on the second part of Eastern Invasion. If some critical issues pop up, things may change though.
    • We're planning for the upcoming patch and setting priorities, starting or continuing work on key areas, etc.
    • Some planning and discussions on ways to improve the new Horde mode. We've been actively listening to your feedback, and design for some improvements are underway.
    • We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.
    • Design and development is continuing on Arid, the map slated for the second part of EI. We've identified some small issues with the layout (better now than later on) so we're working on improving gameplay and flow in specific spots. This being said, development hasn't stopped at all; it's the main priority of the art side of the team and pretty much all hands are on-deck to get everything constructed.
  • We've heard your comments about the scimitar, but we're still monitoring it to see its performance.
  • For future plans, we're still working on console development. Lots of technical work to get MORDHAU running, and some of this optimization work may find its way to the PC build as well.

That's it for this week; you can check our last post here:
https://www.reddit.com/r/Mordhau/comments/rqu0tv/weekly_feedbackdiscussion_thread_122813/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all,

As usual, we'd love to hear your feedback on MORDHAU - any comments, concerns, critiques or questions are welcome. Please remember to keep things on topic, and be civil to one another (and us, please)! Your feedback is essential for us to continue development, and it's very appreciated.

With that out of the way, here are some notes from our meeting:

  • We've talked quite a bit about team balancing measures thanks to your feedback, and we're looking into some mitigating measures to prevent team stacking and balancing things out.
  • We're more or less done with hotfixes for this current patch; now, we're focusing on the second part of Eastern Invasion. If some critical issues pop up, things may change though.
    • We're planning for the upcoming patch and setting priorities, starting or continuing work on key areas, etc.
    • Some planning and discussions on ways to improve the new Horde mode. We've been actively listening to your feedback, and design for some improvements are underway.
    • We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.
    • Design and development is continuing on Arid, the map slated for the second part of EI. We've identified some small issues with the layout (better now than later on) so we're working on improving gameplay and flow in specific spots. This being said, development hasn't stopped at all; it's the main priority of the art side of the team and pretty much all hands are on-deck to get everything constructed.
  • We've heard your comments about the scimitar, but we're still monitoring it to see its performance.
  • For future plans, we're still working on console development. Lots of technical work to get MORDHAU running, and some of this optimization work may find its way to the PC build as well.

That's it for this week; you can check our last post here:
https://www.reddit.com/r/Mordhau/comments/rqu0tv/weekly_feedbackdiscussion_thread_122813/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by DrScienceSpaceCat

The new map is pretty fun, but I'm not a fan of the "defend the stationary peasants" objectives still, especially at the end. Once the enemy breaks the barricade they either immediately go in and kill the dudes, or half your team blocks the door until the enemy overruns it enough to come inside, or throws a firebomb in there to get everyone at the door. Multiple games just have the enemy creeping forward with multiple spawn beacons. Honestly once everyone is clogging the door you just need a few firebombs and you can get in. I feel like a player or AI noble would be better or some other sort of object.

I feel like the scimitars main issue is the fact that tier 1 armor can be one shot by it and it has crazy accels, it just seems like a long hand axe before it's nerf.

For team balancing I'm curious if it would be better for the changes to be reverted, because the auto team assignment feels like I'm seeing team stacking more so than when we could choose. For the most part a lot of vets will switch teams when possible to prevent a stack (the main issue usually being the players in each team were even or full to where no one could switch). But it definitely feels worse than it did before, if you all are working on another solution then I think it would be better if you just reverted it til that is out.

It would also be nice to see a rework for drags and accels, right now many fast weapons are just one frame teleport accels and drags for some of the larger weapons just look like they go in slow motion and then you get hit by the very tip at the end. It just doesn't look good. They shouldn't be completely easy to read but they also shouldn't be unreadable or be fast enough to where you can't even react to it.

I love everything else though, the new voice lines/voices are amazing, it feels like a new foppish for all the meme potential it has.

Thanks for the feedback, I'll get it sent over to the team.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by philihp

Hi, is there any word on what steps are being taken to address the massive packet loss we've been seeing in official servers? I know this has come up in the past but this past month, it's the worst I've ever seen it on the west coast time zone in the Americas. Could there be a migration to DDoS protected service providers?

We're on servers with DDOS protection - either it's DDOS attacks that get past our provider's defenses, issues with tickrate since the update, general server stability etc. In reality it's probably a combination of these, so we're looking at our options in these areas to resolve the issue. I'll talk to the team and figure out what can be done.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Miltawne

A constant inconvenience for me is that it's not clear which team you are placed in at the start. Means you have to choose a mercenary just to show the map overview where you can see it. I like to know what I will be doing before I pick my dude. Spectate option seems to be gone too.

Good points, I'll talk to the team about this.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Kpt_Kraken

Expand the perk system for more diverse and committing gameplay.

I would love to see more interesting perks that create new ways to play. Many great perk ideas from the community have already been suggested. I don't think perks are too hard to implement either, they don't require art/animation etc which can take months to create.

Some example perks:

-Backstabber- Increase damage when attacking the backs of an enemy when using knives would be interesting.

-Alchemist- Fire bombs and Smoke bombs have increased radius and longer duration.

-Pickpocket- Punching an enemy makes then drop an item they aren't holding

-Medic- Revive teammates with a healing kit

We need more committing perks that create playstyles.

Archers for example have two perks that they can commit to be better with their weapon. Same goes for the engineers with their smith perk, it's a great way to make a character that is distinctively better at one thing than the others.

It would be cool to have other perks that do something to help them with their chosen weapons/armour etc.

This has been suggested before but having minus perks that give you a disadvantage for extra loadout points would be interesting too.

We can discuss perks for sure. IMO, they're long overdue for some improvements.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Noblekomet

Hi, just wanted to ask if you guys are planning another Dev/Community stream like you did roughly 9 months ago? I really liked the format of getting some insights into the development process/thoughts behind it etc.

It's something we're looking at doing again in the future!

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by X3R0N333

Reduce Scimitar's damage. Only 3 hits into body with heavy armor and you are dead. For "small" sword like this, it's too strong.

Hey, thanks for the feedback.
We're looking at performance of the weapon and will be adjusting it if needed.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Orisoll

We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.

That's good news. Tried to get my brother into Mordhau, but he quit after a few days.

Without knowing what you guys have planned already, I think more utility/support gameplay would definitely help mitigate new players feeling completely helpless in FL/INV.

As far as combat goes; at a casual level, it isn't super intuitive. Defensive options feel extremely limited in anything but clean 1v1s, which almost never happen in the larger/more casual modes. There's not much Chiv2 gets right, but its combat system is easier to understand, and feels a lot better in group fights (again, at a casual level).

All that said, EI part 1 was easily the best patch so far. Definitely looking forward to part 2.

Thanks for the insights, we'll do our best!

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Orisoll

We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.

That's good news. Tried to get my brother into Mordhau, but he quit after a few days.

Without knowing what you guys have planned already, I think more utility/support gameplay would definitely help mitigate new players feeling completely helpless in FL/INV.

As far as combat goes; at a casual level, it isn't super intuitive. Defensive options feel extremely limited in anything but clean 1v1s, which almost never happen in the larger/more casual modes. There's not much Chiv2 gets right, but its combat system is easier to understand, and feels a lot better in group fights (again, at a casual level).

All that said, EI part 1 was easily the best patch so far. Definitely looking forward to part 2.

Thanks for the kind words - and yeah, lots needed. We can't just upheave the combat system, but we can look into making the game overall just more approachable.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by retrogamerX10

A while back, you said you would look into fixing the bug that prevents the pointy end of the polehammer from getting bloody. Is this being fixed? Because up to now I haven't seen anything happening that would suggest such.

We're aware of the bug for sure, thought we would have gotten it - I'll remind the team and we should be able to resolve this pretty easily.